Env wind: Difference between revisions

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(Grammar + KV intns.)
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{{KV|Max gust dir change (degrees)|intn=gustdirchange|integer|Maximum amount that the wind's direction changes due to a gust.}}
{{KV|Max gust dir change (degrees)|intn=gustdirchange|integer|Maximum amount that the wind's direction changes due to a gust.}}
{{KV|Radius|intn=windradius|float|only=L4ds|The radius this entity applies wind effects to. -1 for global effect.}}
{{KV|Radius|intn=windradius|float|only=L4ds|The radius this entity applies wind effects to. -1 for global effect.}}
{{KV BaseEntity}}
{{KV Targetname}}


==Inputs==
==Inputs==
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{{IO|Enable|Turns the wind on|only={{P2CE}}}}
{{IO|Enable|Turns the wind on|only={{P2CE}}}}
{{IO|Disable|Turns the wind off|only={{P2CE}}}}
{{IO|Disable|Turns the wind off|only={{P2CE}}}}
{{I BaseEntity}}


==Outputs==
==Outputs==
{{IO|OnGustStart|Fired when a wind gust begins.}}
{{IO|OnGustStart|Fired when a wind gust begins.}}
{{IO|OnGustEnd|Fired when a wind gust ends.}}
{{IO|OnGustEnd|Fired when a wind gust ends.}}
{{O BaseEntity|l4d=1}}


==See Also==
==See Also==

Revision as of 06:43, 1 November 2022

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Template:Base point It creates wind throughout an entire map.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
Note.pngNote:Wind direction is determined by env_wind's yaw value.
Note.pngNote:In most games that have $treeSway, this entity is required in order for the materials to simulate wind blowing on them. $treesway does not require env_wind if $treeswaystatic (Team Fortress 2Garry's Mod only) is used.
Icon-Bug.pngBug:The wind effect in the client game will not change when a new map is loaded which does not contain an env_wind entity.  [todo tested in ?]
C++ In code, it is represented by theCEnvWindclass, defined in theeffects.cppfile.

Keyvalues

Min normal speed (minwind) <integer>
Minimum speed of the wind while idling.
Max normal speed (maxwind) <integer>
Maximum speed of the wind while idling.
Min gust speed (mingust) <integer>
Minimum speed of wind gusts.
Max gust speed (maxgust) <integer>
Maximum speed of wind gusts.
Min gust delay (mingustdelay) <integer>
Minimum time delay between random gusts.
Max gust delay (maxgustdelay) <integer>
Maximum time delay between random gusts.
Gust Duration (gustduration) <integer>
How long will the wind gust for.
Max gust dir change (degrees) (gustdirchange) <integer>
Maximum amount that the wind's direction changes due to a gust.
Radius (windradius) <float> (only in Left 4 Dead seriesLeft 4 Dead series)
The radius this entity applies wind effects to. -1 for global effect.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

SetWindDir <integerRedirectInput/integer> (only in Garry's Mod) !FGD
Set the wind's direction to this.
Enable  (only in Portal 2: Community Edition)
Turns the wind on
Disable  (only in Portal 2: Community Edition)
Turns the wind off

Outputs

OnGustStart
Fired when a wind gust begins.
OnGustEnd
Fired when a wind gust ends.

See Also